/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package com.l2jserver.gameserver.model.zone.form;

import com.l2jserver.gameserver.model.zone.L2ZoneForm;

/**
 * A primitive circular zone
 *
 *
 * @author  durgus
 */
public class ZoneCylinder extends L2ZoneForm
{
	private final int _x, _y, _z1, _z2, _rad, _radS;
	
	public ZoneCylinder(final int x, final int y, final int z1, final int z2, final int rad)
	{
		_x = x;
		_y = y;
		_z1 = z1;
		_z2 = z2;
		_rad = rad;
		_radS = rad * rad;
	}
	
	@Override
	public boolean isInsideZone(final int x, final int y, final int z)
	{
		if (Math.pow(_x - x, 2) + Math.pow(_y - y, 2) > _radS || z < _z1 || z > _z2)
			return false;
		return true;
	}
	
	@Override
	public boolean intersectsRectangle(final int ax1, final int ax2, final int ay1, final int ay2)
	{
		// Circles point inside the rectangle?
		if (_x > ax1 && _x < ax2 && _y > ay1 && _y < ay2)
			return true;
		
		// Any point of the rectangle intersecting the Circle?
		if (Math.pow(ax1 - _x, 2) + Math.pow(ay1 - _y, 2) < _radS)
			return true;
		if (Math.pow(ax1 - _x, 2) + Math.pow(ay2 - _y, 2) < _radS)
			return true;
		if (Math.pow(ax2 - _x, 2) + Math.pow(ay1 - _y, 2) < _radS)
			return true;
		if (Math.pow(ax2 - _x, 2) + Math.pow(ay2 - _y, 2) < _radS)
			return true;
		
		// Collision on any side of the rectangle?
		if (_x > ax1 && _x < ax2)
		{
			if (Math.abs(_y - ay2) < _rad)
				return true;
			if (Math.abs(_y - ay1) < _rad)
				return true;
		}
		if (_y > ay1 && _y < ay2)
		{
			if (Math.abs(_x - ax2) < _rad)
				return true;
			if (Math.abs(_x - ax1) < _rad)
				return true;
		}
		
		return false;
	}
	
	@Override
	public double getDistanceToZone(final int x, final int y)
	{
		return Math.sqrt(Math.pow(_x - x, 2) + Math.pow(_y - y, 2)) - _rad;
	}
	
	/* getLowZ() / getHighZ() - These two functions were added to cope with the demand of the new
	 * fishing algorithms, wich are now able to correctly place the hook in the water, thanks to getHighZ().
	 * getLowZ() was added, considering potential future modifications.
	 */
	@Override
	public int getLowZ()
	{
		return _z1;
	}
	
	@Override
	public int getHighZ()
	{
		return _z2;
	}
	
	@Override
	public void visualizeZone(final int z)
	{
		final int count = (int) (2 * Math.PI * _rad / STEP);
		final double angle = 2 * Math.PI / count;
		for (int i = 0; i < count; i++)
		{
			final int x = (int) (Math.cos(angle * i) * _rad);
			final int y = (int) (Math.sin(angle * i) * _rad);
			dropDebugItem(57, 1, _x + x, _y + y, z);
		}
	}
}
